#version 130

in vec3 LightIntensity;
in vec3 Position;
in vec3 Normal;
in vec4 TexCoord;

uniform sampler2D Tex1;

out vec4 FragColor;

void main() 
{
	vec2 coordUV = vec2(TexCoord.x, TexCoord.y);
	vec3 texColor = vec3(texture2D( Tex1, coordUV ));

	FragColor  = vec4 (texColor * LightIntensity, 1.0);
}